/* - Support classnames. Each of these should be unique, the same classnames for different purposes may cause various unpredictable issues with player actions. Or not, just don't try! */ // This is the main FOB HQ building. FOB_typename = "Land_Cargo_HQ_V1_F"; // Default is "Land_Cargo_HQ_V1_F" // This is the FOB as a container. FOB_box_typename = "B_Slingload_01_Cargo_F"; // Default is "B_Slingload_01_Cargo_F" // This is the FOB as a vehicle. FOB_truck_typename = "B_Truck_01_box_F"; // Default is "B_Truck_01_box_F" // This is the virtual arsenal as portable supply crates. Arsenal_typename = "B_supplyCrate_F"; // Default is "B_supplyCrate_F" // This is the mobile respawn (and medical) truck. Respawn_truck_typename = "B_Truck_01_medical_F"; // Default is "B_Truck_01_medical_F" // This is Spartan 01, a multipurpose mobile respawn as a helicopter. huron_typename = "B_Heli_Transport_03_unarmed_F"; // Default is "B_Heli_Transport_03_unarmed_F" // This defines the crew for vehicles. crewman_classname = "BWA3_Crew_Fleck"; // Default is "B_crew_F" // This defines the pilot for helicopters. pilot_classname = "BWA3_Helipilot"; // Default is "B_Helipilot_F" // These are the little birds which spawn on the Freedom or at Chimera base. KP_liberation_little_bird_classname = "B_Heli_Light_01_F"; // Default is "B_Heli_Light_01_F" // These are the boats which spawn at the stern of the Freedom. KP_liberation_boat_classname = "B_Boat_Transport_01_F"; // Default is "B_Boat_Transport_01_F" // These are the trucks which are used in the logistic convoy system. KP_liberation_truck_classname = "B_Truck_01_transport_F"; // Default is "B_Truck_01_transport_F" // A small storage area for resources. KP_liberation_small_storage_building = "ContainmentArea_02_sand_F"; // Default is "ContainmentArea_02_sand_F" // A large storage area for resources. KP_liberation_large_storage_building = "ContainmentArea_01_sand_F"; // Default is "ContainmentArea_01_sand_F" // The building defined to unlock FOB recycling functionality. And it provided the KP Cratefiller functions. KP_liberation_recycle_building = "Land_RepairDepot_01_green_F"; // Default is "Land_CarService_F" // The building defined to unlock FOB air vehicle functionality. KP_liberation_air_vehicle_building = "Land_Radar_Small_F"; // Default is "Land_Radar_Small_F" // The helipad used to increase the GLOBAL rotary-wing cap. KP_liberation_heli_slot_building = "Land_HelipadSquare_F"; // Default is "Land_HelipadSquare_F" // The hangar used to increase the GLOBAL fixed-wing cap. KP_liberation_plane_slot_building = "Land_TentHangar_V1_F"; // Default is "Land_TentHangar_V1_F" // This defines the supply crates, as in resources. KP_liberation_supply_crate = "CargoNet_01_box_F"; // Default is "CargoNet_01_box_F" // This defines the ammunition crates. KP_liberation_ammo_crate = "B_CargoNet_01_ammo_F"; // Default is "B_CargoNet_01_ammo_F" // This defines the fuel crates. KP_liberation_fuel_crate = "CargoNet_01_barrels_F"; // Default is "CargoNet_01_barrels_F" /* - Friendly classnames. Each array below represents one of the 7 pages within the build menu. Format: ["vehicle_classname",supplies,ammunition,fuel], Example: ["B_APC_Tracked_01_AA_F",300,150,150], The above example is the NATO IFV-6a Cheetah, it costs 300 supplies, 150 ammunition and 150 fuel to build. */ infantry_units = [ ["BWA3_Rifleman_lite_Fleck",15,0,0], // Rifleman (Light) ["BWA3_Rifleman_Fleck",20,0,0], // Rifleman ["BWA3_Rifleman_G27_Fleck",20,0,0], // Rifleman (G27) ["BWA3_Rifleman_G28_Fleck",20,0,0], // Rifleman (G28) ["BWA3_RiflemanAT_Pzf3_Fleck",30,0,0], // Rifleman (AT) ["BWA3_Grenadier_Fleck",25,0,0], // Grenadier ["BWA3_MachineGunner_MG4_Fleck",25,0,0], // Autorifleman MG4 ["BWA3_MachineGunner_MG3_Fleck",30,0,0], // Autorifleman MG3 ["BWA3_MachineGunner_MG5_Fleck",35,0,0], // Autorifleman MG5 ["BWA3_Marksman_Fleck",30,0,0], // Marksman ["BWA3_RiflemanAT_RGW90_Fleck",50,10,0], // AT Specialist ["BWA3_RiflemanAA_Fliegerfaust_Fleck",50,10,0], // AA Specialist ["BWA3_Medic_Fleck",30,0,0], // Combat Life Saver ["BWA3_Engineer_Fleck",30,0,0], // Engineer ["BWA3_recon_Fleck",20,0,0], // Recon Rifleman ["BWA3_recon_LAT_Fleck",30,0,0], // Recon Rifleman (AT) ["BWA3_recon_Radioman_Fleck",25,0,0], // Recon Radioman ["BWA3_recon_Marksman_Fleck",30,0,0], // Recon Marksman ["BWA3_recon_Medic_Fleck",30,0,0], // Recon Combat Life Saver ["BWA3_recon_Pioneer_Fleck",30,0,0], // Recon Engineer ["BWA3_Sniper_G82_Fleck",70,5,0], // Sniper ["BWA3_Spotter_Fleck",20,0,0], // Spotter ["BWA3_Crew_Fleck",10,0,0], // Crewman ["B_soldier_PG_F",20,0,0], // Para Trooper ["BWA3_Helipilot",10,0,0], // Helicopter Pilot ["B_Pilot_F",10,0,0] // Pilot ]; light_vehicles = [ ["B_Quadbike_01_F",50,0,25], // Quad Bike ["Redd_Tank_LKW_leicht_gl_Wolf_Flecktarn_FueFu",75,0,50], // Wolf ["Redd_Tank_LKW_leicht_gl_Wolf_Flecktarn_San",75,0,50], // Wolf (San) ["BWA3_Eagle_Fleck",100,0,50], // Eagle IV ["BWA3_Eagle_FLW100_Fleck",100,100,50], // Eagle IV (FLW 100) ["B_Truck_01_transport_F",125,0,75], // HEMTT Transport ["B_Truck_01_covered_F",125,0,75], // HEMTT Transport (Covered) ["B_UGV_01_F",150,0,50], // UGV Stomper ["B_UGV_01_rcws_F",150,40,50], // UGV Stomper (RCWS) ["B_Boat_Transport_01_F",100,0,25], // Assault Boat ["B_Boat_Armed_01_minigun_F",200,80,75], // Speedboat Minigun ["B_SDV_01_F",150,0,50] // SDV ]; heavy_vehicles = [ ["Redd_Tank_Fuchs_1A4_San_Flecktarn",160,0,100], // Fuchs 1A4 (SAN) ["Redd_Tank_Fuchs_1A4_Jg_Flecktarn",160,25,100], // Fuchs 1A4 ["rnt_sppz_2a2_luchs_flecktarn",200,100,125], // Luchs 2A2 ["Redd_Tank_Wiesel_1A4_MK20_Flecktarn",200,125,150], // Wiesel 1A4 MK20 ["Redd_Tank_Wiesel_1A2_TOW_Flecktarn",200,125,150], // Wiesel 1A4 TOW ["Redd_Marder_1A5_Flecktarn",200,150,150], // Marder 1A5 ["BWA3_Puma_Fleck",200,200,150], // IFV Puma ["Redd_Tank_Gepard_1A2_Flecktarn",300,250,175], // Gepard 1A2 (Flecktarn) ["BWA3_Leopard2_Fleck",500,400,250], // MBT Leopard 2A6M ["B_AFV_Wheeled_01_cannon_F",500,500,250], // Rhino MGS ["B_AFV_Wheeled_01_up_cannon_F",550,550,250], // Rhino MGS UP ["B_MBT_01_arty_F",600,1250,300], // M4 Scorcher ["B_MBT_01_mlrs_F",800,1750,400] // M5 Sandstorm MLRS ]; air_vehicles = [ ["B_UAV_01_F",75,0,25], // AR-2 Darter ["B_UAV_06_F",80,0,30], // AL-6 Pelican (Cargo) ["B_Heli_Light_01_F",200,0,100], // MH-6M Little Bird ["B_Heli_Light_01_dynamicLoadout_F",200,200,100], // AH-6M Pawnee ["B_Heli_Transport_01_F",250,80,150], // UH-60M ["I_Heli_light_03_unarmed_F",300,0,150], // AW-159 Wildcat (unarmed) <- used as Medic Heli ["B_Heli_Attack_01_dynamicLoadout_F",500,400,200], // AH-99 Blackfoot ["BWA3_Tiger_RMK_Heavy",750,750,250], // UH Tiger RMK (Heavy) ["B_Heli_Transport_03_F",275,80,175], // CH-47 Chinook (Armed) ["B_UAV_02_dynamicLoadout_F",400,300,200], // MQ-4A Greyhawk ["B_T_UAV_03_dynamicLoadout_F",450,500,250], // MQ-12 Falcon ["B_UAV_05_F",500,500,200], // UCAV Sentinel ["B_Plane_CAS_01_dynamicLoadout_F",1000,800,400], // A-164 Wipeout (CAS) ["B_Plane_Fighter_01_F",1500,1750,450], // F/A-181 Black Wasp II ["B_T_VTOL_01_armed_F",750,1500,500], // V-44 X Blackfish (Armed) ["B_T_VTOL_01_infantry_F",750,0,500], // V-44 X Blackfish (Infantry) ["B_T_VTOL_01_vehicle_F",750,0,500] // V-44 X Blackfish (Vehicle) ]; static_vehicles = [ ["B_HMG_01_F",25,40,0], // Mk30A HMG .50 ["B_HMG_01_high_F",25,40,0], // Mk30 HMG .50 (Raised) ["B_HMG_01_A_F",35,40,0], // Mk30 HMG .50 (Autonomous) ["B_GMG_01_F",35,60,0], // Mk32A GMG 20mm ["B_GMG_01_high_F",35,60,0], // Mk32 GMG 20mm (Raised) ["B_GMG_01_A_F",45,60,0], // Mk32 GMG 20mm (Autonomous) ["B_static_AT_F",50,100,0], // Static Titan Launcher (AT) ["B_static_AA_F",50,100,0], // Static Titan Launcher (AA) ["B_Mortar_01_F",80,150,0], // Mk6 Mortar ["B_Radar_System_01_F",100,0,0], // Air Radar ["B_SAM_System_03_F",100,200,0] // SAM Site ]; buildings = [ ["Land_Cargo_House_V1_F",0,0,0], ["Land_Cargo_Patrol_V1_F",0,0,0], ["Land_Cargo_Tower_V1_F",0,0,0], ["Flag_NATO_F",0,0,0], ["Flag_US_F",0,0,0], ["BWA3_Flag_Germany",0,0,0], ["Flag_UK_F",0,0,0], ["Flag_White_F",0,0,0], ["Land_Medevac_house_V1_F",0,0,0], ["Land_Medevac_HQ_V1_F",0,0,0], ["Flag_RedCrystal_F",0,0,0], ["CamoNet_BLUFOR_F",0,0,0], ["CamoNet_BLUFOR_open_F",0,0,0], ["CamoNet_BLUFOR_big_F",0,0,0], ["Land_PortableLight_single_F",0,0,0], ["Land_PortableLight_double_F",0,0,0], ["Land_LampSolar_F",0,0,0], ["Land_LampHalogen_F",0,0,0], ["Land_LampStreet_small_F",0,0,0], ["Land_LampAirport_F",0,0,0], ["Land_HelipadCircle_F",0,0,0], // Strictly aesthetic - as in it does not increase helicopter cap! ["Land_HelipadRescue_F",0,0,0], // Strictly aesthetic - as in it does not increase helicopter cap! ["PortableHelipadLight_01_blue_F",0,0,0], ["PortableHelipadLight_01_green_F",0,0,0], ["PortableHelipadLight_01_red_F",0,0,0], ["Land_CampingChair_V1_F",0,0,0], ["Land_CampingChair_V2_F",0,0,0], ["Land_CampingTable_F",0,0,0], ["MapBoard_altis_F",0,0,0], ["MapBoard_stratis_F",0,0,0], ["MapBoard_seismic_F",0,0,0], ["Land_Pallet_MilBoxes_F",0,0,0], ["Land_PaperBox_open_empty_F",0,0,0], ["Land_PaperBox_open_full_F",0,0,0], ["Land_PaperBox_closed_F",0,0,0], ["Land_DieselGroundPowerUnit_01_F",0,0,0], ["Land_ToolTrolley_02_F",0,0,0], ["Land_WeldingTrolley_01_F",0,0,0], ["Land_Workbench_01_F",0,0,0], ["Land_GasTank_01_blue_F",0,0,0], ["Land_GasTank_01_khaki_F",0,0,0], ["Land_GasTank_01_yellow_F",0,0,0], ["Land_GasTank_02_F",0,0,0], ["Land_BarrelWater_F",0,0,0], ["Land_BarrelWater_grey_F",0,0,0], ["Land_WaterBarrel_F",0,0,0], ["Land_WaterTank_F",0,0,0], ["Land_BagFence_Round_F",0,0,0], ["Land_BagFence_Short_F",0,0,0], ["Land_BagFence_Long_F",0,0,0], ["Land_BagFence_Corner_F",0,0,0], ["Land_BagFence_End_F",0,0,0], ["Land_BagBunker_Small_F",0,0,0], ["Land_BagBunker_Large_F",0,0,0], ["Land_BagBunker_Tower_F",0,0,0], ["Land_HBarrier_1_F",0,0,0], ["Land_HBarrier_3_F",0,0,0], ["Land_HBarrier_5_F",0,0,0], ["Land_HBarrier_Big_F",0,0,0], ["Land_HBarrierWall4_F",0,0,0], ["Land_HBarrierWall6_F",0,0,0], ["Land_HBarrierWall_corner_F",0,0,0], ["Land_HBarrierWall_corridor_F",0,0,0], ["Land_HBarrierTower_F",0,0,0], ["Land_CncBarrierMedium_F",0,0,0], ["Land_CncBarrierMedium4_F",0,0,0], ["Land_Concrete_SmallWall_4m_F",0,0,0], ["Land_Concrete_SmallWall_8m_F",0,0,0], ["Land_CncShelter_F",0,0,0], ["Land_CncWall1_F",0,0,0], ["Land_CncWall4_F",0,0,0], ["Land_Sign_WarningMilitaryArea_F",0,0,0], ["Land_Sign_WarningMilAreaSmall_F",0,0,0], ["Land_Sign_WarningMilitaryVehicles_F",0,0,0], ["Land_Razorwire_F",0,0,0], ["Land_ClutterCutter_large_F",0,0,0] ]; support_vehicles = [ [Respawn_truck_typename,200,0,100], [FOB_box_typename,300,500,0], [FOB_truck_typename,300,500,75], [KP_liberation_small_storage_building,0,0,0], [KP_liberation_large_storage_building,0,0,0], [KP_liberation_recycle_building,200,100,0], [KP_liberation_air_vehicle_building,1000,0,0], [KP_liberation_heli_slot_building,250,0,0], [KP_liberation_plane_slot_building,500,0,0], [Arsenal_typename,25,0,0], ["ACE_medicalSupplyCrate_advanced",10,0,0], ["Box_NATO_Support_F",10,0,0], ["Box_NATO_Equip_F",10,0,0], ["Box_NATO_Grenades_F",10,0,0], ["Box_NATO_WpsSpecial_F",10,0,0], ["Box_NATO_Ammo_F",10,0,0], ["Box_NATO_Wps_F",10,0,0], ["Box_NATO_Uniforms_F",10,0,0], ["Box_NATO_AmmoOrd_F",10,0,0], ["ACE_Wheel",10,0,0], ["ACE_Track",10,0,0], ["Land_CanisterFuel_F",0,0,2], ["B_Truck_01_Repair_F",325,0,75], // HEMTT Repair ["B_Truck_01_fuel_F",125,0,275], // HEMTT Fuel ["B_Truck_01_ammo_F",125,200,75], // HEMTT Ammo ["B_Slingload_01_Repair_F",275,0,0], // Huron Repair ["B_Slingload_01_Fuel_F",75,0,200], // Huron Fuel ["B_Slingload_01_Ammo_F",75,200,0] // Huron Ammo ]; // Pre-made squads for the commander build menu. These shouldn't exceed 10 members. // Light infantry squad. blufor_squad_inf_light = [ "BWA3_TL_Fleck", "BWA3_Rifleman_lite_Fleck", "BWA3_Rifleman_lite_Fleck", "BWA3_RiflemanAT_Pzf3_Fleck", "BWA3_Grenadier_Fleck", "BWA3_MachineGunner_MG4_Fleck", "BWA3_MachineGunner_MG3_Fleck", "BWA3_Marksman_Fleck", "BWA3_Medic_Fleck", "BWA3_Engineer_Fleck" ]; // Heavy infantry squad. blufor_squad_inf = [ "BWA3_TL_Fleck", "BWA3_RiflemanAT_Pzf3_Fleck", "BWA3_RiflemanAT_Pzf3_Fleck", "BWA3_Grenadier_Fleck", "BWA3_MachineGunner_MG3_Fleck", "BWA3_MachineGunner_MG4_Fleck", "BWA3_MachineGunner_MG5_Fleck", "BWA3_Marksman_Fleck", "BWA3_Medic_Fleck", "BWA3_Engineer_Fleck" ]; // AT specialists squad. blufor_squad_at = [ "BWA3_TL_Fleck", "BWA3_Rifleman_Fleck", "BWA3_Rifleman_Fleck", "BWA3_RiflemanAT_RGW90_Fleck", "BWA3_RiflemanAT_RGW90_Fleck", "BWA3_RiflemanAT_RGW90_Fleck", "BWA3_Medic_Fleck", "BWA3_Rifleman_Fleck" ]; // AA specialists squad. blufor_squad_aa = [ "BWA3_TL_Fleck", "BWA3_Rifleman_Fleck", "BWA3_Rifleman_Fleck", "BWA3_RiflemanAA_Fliegerfaust_Fleck", "BWA3_RiflemanAA_Fliegerfaust_Fleck", "BWA3_RiflemanAA_Fliegerfaust_Fleck", "BWA3_Medic_Fleck", "BWA3_Rifleman_Fleck" ]; // Force recon squad. blufor_squad_recon = [ "BWA3_recon_TL_Fleck", "BWA3_recon_Fleck", "BWA3_recon_Fleck", "BWA3_recon_LAT_Fleck", "BWA3_recon_Radioman_Fleck", "BWA3_recon_Marksman_Fleck", "BWA3_Sniper_G82_Fleck", "BWA3_Spotter_Fleck", "BWA3_recon_Medic_Fleck", "BWA3_recon_Pioneer_Fleck" ]; // Paratroopers squad. blufor_squad_para = [ "B_soldier_PG_F", "B_soldier_PG_F", "B_soldier_PG_F", "B_soldier_PG_F", "B_soldier_PG_F", "B_soldier_PG_F", "B_soldier_PG_F", "B_soldier_PG_F", "B_soldier_PG_F", "B_soldier_PG_F" ]; // Elite vehicles that should be unlocked through military base capture. elite_vehicles = [ ];